Saga of Jaraah

Magic Rules

This campaign will use a magic point system. Spellcasters get a pool of magic points that is depleted whenever a spell is cast according to the level of the spell (3rd level spell costs 3 points). Bonuses for mage specialization or WIS are added on top of this base number. Keeping track of spell/prayer memorization adds a lot of bookkeeping and not a lot of fun, so mages and priests can cast whatever they know whenever they know it provided they have all the materials available and the necessary uninterrupted casting time. See table for magic points by level and class.

Magic User

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

Mage

2

3

4

7

11

14

20

27

32

39

51

66

78

85

94

115

130

139

147

162

Specialist Mage*

3 (1)

4 (1)

7 (3)

10 (3)

17 (6)

20 (6)

30 (10)

37 (10)

47 (15)

54 (15)

66 (15)

87 (21)

99 (21)

113 (28)

122 (28)

151 (36)

166 (36)

184 (45)

192 (45)

207 (45)

Bard

0

1

2

4

5

7

10

12

15

19

22

26

31

35

40

47

54

63

67

78

Priest

2

3

4

7

12

15

19

26

34

43

53

65

74

90

99

111

127

148

151

165

Priest (Wis 13)

3

4

5

8

13

16

20

27

35

44

54

66

75

91

100

111

128

149

152

166

Priest (Wis 14)

4

5

6

9

14

17

21

28

36

45

55

67

76

92

101

112

129

150

153

167

Priest (Wis 15)

4

5

8

11

16

19

23

30

38

47

57

69

78

94

103

114

131

152

155

169

Priest (Wis 16)

4

5

10

13

18

21

25

32

40

49

59

71

80

96

105

116

133

154

157

171

Priest (Wis 17)

4

5

10

13

21

24

28

35

43

52

62

74

83

99

108

119

136

157

160

174

Priest (Wis 18)

4

5

10

13

21

24

32

39

47

56

66

78

87

103

112

123

140

161

164

178

Ranger

0

0

0

0

0

0

0

1

2

4

6

9

10

13

15

18

18

18

18

18

Paladin

0

0

0

0

0

0

0

0

1

2

4

6

9

10

14

19

22

22

26

30

Specialists must devote the number of magic points in parentheses to spells within their school of specialization.

We will try playing with material components. I’d like to see if it can make things interesting especially once the materials start to get harder to find than say sand for a sleep spell. Players may attempt to substitute inferior or simply different components. The DM will determine an appropriate penalty to spell effectiveness. Also, for game balance, holy water or equivalent is a material component for cure wounds spells. See Special Rules for Priests Regarding Cure Spells and Holy Liquid. See also Spells for custom spells. Finally, Tome of Magic spells are fair game.

Traveling spellbooks cost minimum 2 gp per page (paper costs 2 gp as described in the PHB). Parchment and papyrus are unsuitable for extended travel. They can be used for spellbooks in a library (backup books for example). Spelbook pages can be written on both sides. Spells take level + 1d6 -1 pages to record. Characters must have access to their books, or else they will eventually mess up spells. Though we are not playing with strict memorization, it is presumed magic users periodically review their books to refresh their memories. Magic users still need to meditate 4 hours + 15 minutes per spell/prayer point to channel magical energy. This is different from sleeping.